cuebmapping for deferred textures. blending is still all kinds of wrong IMO, but at least this version doesn't actively break anything else along the way.
Details:
1) conforms DeferredDiffuseMapHLSL::processPix to use a similar    if (  fd.features[MFT_CubeMap] ) chunk as stock diffuse.
2) adds newFeatures.addFeature( MFT_CubeMap ); in the prepass (this version does not remove them from the normal pass, as that was causing severe side-effects)
3) adds checks for    if (fd.features[MFT_DeferredDiffuseMap]) in ReflectCubeFeatHLSL::processPix

skybox and our test cube use the desertsky cubemap, while the sphere uses dynamiccubemap. note that unlike stock, dynamiccubemapping has not yet been fully ported on over to the point where it draws all objects in it's reflections.
 - Fixed layer blending for terrain.
 - Removed DeferredTerrainDetailMapFeatHLSL as it is not needed.
 - Added back DeferredTerrainBaseMapFeatHLSL::getResources
Merge pull request #21 from rextimmy/deferred_shading

 - Fixed layer blending for terrain.
Merge pull request #20 from Azaezel/cubemapRenderingMk2

cuebmapping for deferred textures. blending is still all kinds of wrong ...
- Disabled light buffer during prepass, switched color buffer to render target 1
- Output greyscale spec map to alpha channel of color buffer
- Use greyed spec map to calculate specular
- Altered debug visualizers to support new layout
- Altered existing shaders to support new render targets
- Removed condition/uncondition lightinfo, now treated as light accumulation buffer + spec.
- Updated deferred shader for new buffer layer + specular support.
- Fixed specular issues.